Difference between revisions of "Fixture:setSensor"
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(Clarified that some data in Contact is absent for sensor fixtures. Thanks to @pensiv on Discord) |
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Fixtures with sensors do not cause collision responses (they pass through other objects instead of bouncing off), but the beginContact and endContact [[World:setCallbacks|World callbacks]] will still be called for this fixture. | Fixtures with sensors do not cause collision responses (they pass through other objects instead of bouncing off), but the beginContact and endContact [[World:setCallbacks|World callbacks]] will still be called for this fixture. | ||
− | + | When dealing with sensor fixtures, a Contact object behaves differently than with solid fixtures. Specifically: | |
+ | |||
+ | * [[Contact:getPositions|getPositions()]] returns nil instead of the world positions | ||
+ | * [[Contact:getNormal|getNormal()]] returns 0,0 instead of the collision normal | ||
+ | * [[Contact:getFriction|getFriction()]] returns 0 instead of the friction | ||
+ | * [[Contact:getRestitution|getRestitution()]] returns 0 instead of the restitution | ||
== Function == | == Function == |
Latest revision as of 14:59, 18 March 2025
Available since LÖVE 0.8.0 |
This method is not supported in earlier versions. |
Sets whether the fixture should act as a sensor and trigger the beginContact callback.
Fixtures with sensors do not cause collision responses (they pass through other objects instead of bouncing off), but the beginContact and endContact World callbacks will still be called for this fixture.
When dealing with sensor fixtures, a Contact object behaves differently than with solid fixtures. Specifically:
- getPositions() returns nil instead of the world positions
- getNormal() returns 0,0 instead of the collision normal
- getFriction() returns 0 instead of the friction
- getRestitution() returns 0 instead of the restitution
Function
Synopsis
Fixture:setSensor( sensor )
Arguments
boolean sensor
- The sensor status.
Returns
Nothing.
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